windows-nt/Source/XPSP1/NT/multimedia/opengl/test/auxprogs/rgb/mcube.c

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2020-09-26 03:20:57 -05:00
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
/*
* mcube.c
* Use 3 mouse buttons
*/
#include <windows.h>
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
#define MY_CUBE_LIST 1
GLfloat xAngle = 42.0, yAngle = 82.0, zAngle = 112.0;
static int shoulder = 30, elbow = 0;
void recalcView(void)
{
printf("recalc\n");
/* reset modelview matrix to the identity matrix */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* move the camera back three units */
glTranslatef(0.0, 0.0, -3.0);
/* Rotate by X, Y, &z angles */
glRotatef(xAngle, 0.1, 0.0, 0.0);
glRotatef(yAngle, 0.0, 0.1, 0.0);
glRotatef(zAngle, 0.0, 0.0, 1.0);
}
void xAdd (void)
{
printf("xadd\n");
xAngle += 10.0F;
recalcView();
}
void yAdd (void)
{
printf("yadd\n");
yAngle += 10.0F;
recalcView();
}
void zAdd (void)
{
printf("zadd\n");
zAngle += 10.0F;
recalcView();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCallList(MY_CUBE_LIST);
glFlush();
}
void myinit (void)
{
glShadeModel (GL_FLAT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glClearDepth(1.0);
glClearColor(0.4, 0.1, 0.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10.0);
glNewList(MY_CUBE_LIST, GL_COMPILE);
/* front face */
glBegin(GL_QUADS);
glColor3f(0.0, 0.7, 0.1); /* green */
glVertex3f(-1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
glVertex3f(-1.0, -1.0, 1.0);
/* back face */
glColor3f(0.9, 1.0, 0.0); /* yellow */
glVertex3f(-1.0, 1.0, -1.0);
glVertex3f(1.0, 1.0, -1.0);
glVertex3f(1.0, -1.0, -1.0);
glVertex3f(-1.0, -1.0, -1.0);
/* top side face */
glColor3f(0.0, 0.0, 0.8); /* blue */
glVertex3f(-1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, -1.0);
glVertex3f(-1.0, 1.0, -1.0);
/* bottom side face */
glColor3f(0.7, 0.0, 0.1); /* red */
glVertex3f(-1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, 1.0);
glVertex3f(1.0, -1.0, -1.0);
glVertex3f(-1.0, -1.0, -1.0);
glEnd();
glEndList();
}
void myReshape(GLsizei w, GLsizei h)
{
recalcView();
glViewport(0, 0, w, h);
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
auxInitPosition (100, 50, 400, 400);
auxInitWindow ("mcube");
myinit ();
auxKeyFunc (AUX_LEFT, xAdd);
auxKeyFunc (AUX_RIGHT, yAdd);
auxKeyFunc (AUX_DOWN, zAdd);
auxReshapeFunc (myReshape);
auxMainLoop(display);
}